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D&D Next Blog - The Fighter
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<blockquote data-quote="Transformer" data-source="post: 5818058" data-attributes="member: 70008"><p>I am attracted to the idea of the Fighter as a generalist (as opposed to a specialist), especially in terms of weapons. I would dearly love a fighter who carries a number of different kinds of weapons based on what's most useful in the situation at hand, and who's effective, equally effective, even more effective than everyone else, with every one of them. In a fight against a tough enemy, shield. In a fight against fleshy people, a two-handed sword. In a fight against lots of little devils, a polearm for control. In a fight against skeletons or oozes, a mace. In a fight against a quick rogue, a sword in each hand. And so forth, with meaningful and interesting effects for every one. Weapon Focus and Weapon Specialization are awful, doubly: one, they provide a +1 bonus to a core number (*yawn*), and two, they force the worst kind of specialization, the kind where you carry a greatsword because you like greatswords, but then you get used to its extra attack and damage, especially since you got a +1 greatsword, so trying anything else feels sadly gimped...</p><p></p><p>With magic items removed from the game's core numbers, we could actually manage a fighter who's a weapons master if we also keep weapons diversified and keep feats from forcing boring specialization.</p></blockquote><p></p>
[QUOTE="Transformer, post: 5818058, member: 70008"] I am attracted to the idea of the Fighter as a generalist (as opposed to a specialist), especially in terms of weapons. I would dearly love a fighter who carries a number of different kinds of weapons based on what's most useful in the situation at hand, and who's effective, equally effective, even more effective than everyone else, with every one of them. In a fight against a tough enemy, shield. In a fight against fleshy people, a two-handed sword. In a fight against lots of little devils, a polearm for control. In a fight against skeletons or oozes, a mace. In a fight against a quick rogue, a sword in each hand. And so forth, with meaningful and interesting effects for every one. Weapon Focus and Weapon Specialization are awful, doubly: one, they provide a +1 bonus to a core number (*yawn*), and two, they force the worst kind of specialization, the kind where you carry a greatsword because you like greatswords, but then you get used to its extra attack and damage, especially since you got a +1 greatsword, so trying anything else feels sadly gimped... With magic items removed from the game's core numbers, we could actually manage a fighter who's a weapons master if we also keep weapons diversified and keep feats from forcing boring specialization. [/QUOTE]
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